''New Super Mario Bros.'' is a series of platformers in the ''[[Franchise/SuperMarioBros Mario]]'' franchise. They are 2D platformers in the vein of the classic [[UsefulNotes/The8bitEraOfConsoleVideoGames 8-bit]] and [[UsefulNotes/The16bitEraOfConsoleVideoGames 16-bit]] ''Mario'' platformers, in which Mario and Luigi go through levels jumping from platform to platform and [[GoombaStomp on top of enemies]] to defeat them on their way to SaveThePrincess, but updated with a few elements from the 3D games, primarily the WallJump and GroundPound. The graphical style is also done with polygonal models, putting it line with the 3D games. Each of the games have the same gameplay, mainly changing in terms of the power-ups given in each of the games.

The sub-series itself can be sub-divided into handheld games and console games. The handheld games have more of a single-player focus, with multiplayer either being a side feature or more of an afterthought, and the levels being more compact and the camera focused on one player but fairly static. The console games all have co-op multiplayer, with the default playable characters being Mario, Luigi, a Yellow Toad and a Blue Toad (with ''U'' adding the ability to play as Miis, and ''New Super Luigi U'' replacing Mario with Nabbit). The levels are more expansive, and the camera zooms in and out freely depending on how far apart the players are or if there are certain sections that require a wider camera. [[PowerUpMount Yoshi]]s are rideable in the console games, though they are only level-specific and unable to follow the playable character after completing a level with them, unlike ''VideoGame/SuperMarioWorld''.

!!Games in the series:

[[folder: Handheld ]]

* ''[[VideoGame/NewSuperMarioBros1 New Super Mario Bros.]]''
* ''VideoGame/NewSuperMarioBros2''


[[folder: Console ]]

* ''VideoGame/NewSuperMarioBrosWii''
* ''VideoGame/NewSuperMarioBrosU''
** ''VideoGame/NewSuperLuigiU''

See also ''VideoGame/SuperMarioRun'', which uses the same graphics and mechanics as this series, but with a different control style and exclusivity to mobile devices. The engine and visuals of ''New Super Mario Bros. U'' are also present in ''VideoGame/SuperMarioMaker'' as one of the four selectable game styles for level creation.[[note]]The other three styles are ''VideoGame/SuperMarioBros1'', ''VideoGame/SuperMarioBros3'', and ''VideoGame/SuperMarioWorld''.[[/note]]

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!! Series-wide tropes include:
* ADayInTheLimelight: While Bowser may be the final boss in all games it is Bowser Jr. and the Koopalings that [[BigBad serve as the biggest threat]]. Special mention to ''New Super Mario Bros. 2'', where the Koopalings appear as the main antagonists but not Bowser Jr.
* AttackOfThe50FootWhatever: Mega Mario in ''New Super Mario Bros.'' and ''VideoGame/NewSuperMarioBros2'' (and Mega Goomba in the former), [[spoiler: the final bosses of ''VideoGame/NewSuperMarioBrosWii'' and ''VideoGame/NewSuperMarioBros2'']].
* AutoScrollingLevel
* BigBad: Naturally, Bowser; though Bowser Jr. and the Koopalings [[TheHeavy appear far more often.]]
* BreakablePowerUp: As in previous games in the series, getting hit as Super Mario reverts Mario to regular Mario and removes the ability to break bricks, while getting hit as most other versions of Mario reverts him to Super Mario. The Mini Mushroom falls under the "PowerUp loss on loss of a [[VideoGameLives life]]" variant, as unlike most other {{Power Up}}s in the series, it does ''not'' act as a SingleUseShield.
* TheBusCameBack:
** The Koopalings and [[VideoGame/YoshisIsland Kamek]] in ''New Super Mario Bros. Wii'', [[VideoGame/SuperMarioWorld Reznor]] in ''New Super Mario Bros. 2''.
** The power-ups; notably the Super Mushroom, the Fire Flower, and the Star Man, all of which had not appeared in a new Mario platformer since [[VideoGame/SuperMarioLand2SixGoldenCoins Super Mario Land 2]] in 1992.
* CantDropTheHero: In the console games, Mario is the only playable character for first player, with the exception of ''New Super Luigi U'', where Mario does not appear at all.
* TheChase: In ''New Super Mario Bros.'' and ''New Super Mario Bros. 2'', the Worlds start out with Bowser Jr. or the Koopalings (''New Super Mario Bros.'' and ''New Super Mario Bros. 2'', respectively) running away into a Castle or Tower/Fortress, dragging Princess Peach. A lesser extent is in ''New Super Mario Bros. Wii'' where you chase the Airship that drops off the Koopalings to the Towers. ''New Super Mario Bros. U'' averts this, simply being a journey back to Peach's Castle.
* DevelopersForesight: The developers knew of an old trick many players used during the old days of ''VideoGame/SuperMarioBros'' where they would have a powered up Mario get hit by Bowser to initiate MercyInvincibility and clip through him to reach the axe on the other side for an easy victory, so this time around, trying the same trick again gets Mario flung backwards by Bowser no matter what state Mario is in. However, the dev team did NOT think that players could use the Mega Mushroom against Bowser to instantly squash him. ''VideoGame/NewSuperMarioBrosWii'' has the same Bowser safeguard and excludes the Mega Mushroom, which forces players to fight Bowser the right way.
* EverythingDances: In the games, all enemies do some sort of action whenever the "bah!" noise plays. While some are harmless like Dry Bones' heads spinning around, some can be beneficial (Pokeys temporarily turn into oranges, which Yoshis can then eat all at once) and some can really mess up your timing (Goombas hop, Koopas pause their walk).
* ExcusePlot: It just wouldn't be Mario if it didn't have it.
* FragileSpeedster: Mini Mario in every installment, which makes you a OneHitPointWonder but increases speed, jump height and jump span.
* GenreThrowback: To Mario's original 2D platformers.
* GiantMook: Giant-sized Goombas and Koopas, most of the time.
* GuideDangIt: The games have a different general habit for hiding a few of the Star Coins in ways that are difficult to figure out. The first had pipes that were actually Warp Pipes, but without that much of an indication that they could warp. ''Wii'' and ''U'' have false walls -- parts of the level that look like walls, but can be passed through and reveal a section -- that have little to no clues that they are fake. ''2'' has a number of invisible vine blocks, including one that's hidden in an area that already required ''another'' invisible vine block to reach.
* InvincibilityPowerUp: The Starman power-up in every installment, Mega Mario in ''New Super Mario Bros. 1 and 2'', and the White Raccoon Suit in ''New Super Mario Bros. 2''.
* KidAppealCharacter: Aside from the Mario series' recurring kid-appeal roster (Toads, Koopalings, and Bowser Jr.), there is also a kid-appeal power-up: The Mini Mushroom[[note]]Whenever Yellow or Blue Toad consumes it, the trope will be taken UpToEleven.[[/note]]
* MickeyMousing: {{Inverted}}: The enemies and powerups (and Yoshi in the Wii and [=WiiU=] games) hop and/or dance to the music. Also, Bowser Jr.'s footsteps have musical punctuation in the opening cutscene.
* MiniDungeon: The Towers and the Ghost Houses, always placed in the middle of the worlds' maps.
* MissionPackSequel: It hasn't gone unnoticed that the games reuse assets from past Mario games ''and'' the same assets from each other. Even [[CutandPasteComic the covers themselves tend to reuse slightly altered artwork]].
* NeutralFemale: Princess Peach.
* TheNewAdventures: Now running for about seven/eight years, compared to the original's five (not counting Super Mario Land 2 or Yoshi's Island).
* ProjectilePocketing: An added feature to this series. Throwing certain things like shells at coins will collect them for you. Occasionally enforced in rooms with trails of coins lined up at floor level with only a Koopa shell for you to work with, and certain Star Coins that seem out of reach until you find a way to toss something at it.
* QuirkyMinibossSquad: The Koopalings, who have appeared in every [=NSMB=] game after the first.
* RecycledSoundtrack: Both ''New Super Mario Bros. 2'' and ''New Super Mario Bros. U'' have grown notorious in this regard, having reused ''New Super Mario Bros. Wii''[='=]s soundtrack with little to no replacements or additions.
* RevisitingTheRoots: After 10 years of collecting Stars and [[VideoGame/SuperMarioSunshine Shine Sprites]], ''New Super Mario Bros'' and ''New Super Mario Bros Wii'' went back to the original ''VideoGame/SuperMarioBros1'' premise of having to reach the end of the stage, flagpole at the end and everything. This idea was so successful that ''VideoGame/SuperMario3DLand'' and ''VideoGame/SuperMario3DWorld'' wound up having the exact game design style transferred to 3-D.
* SpritePolygonMix: Level terrain is made of sprites, but character and enemy models are polygonal. Background scenery can be either of the two.
* StockSubtitle: "New"
* SuperTitle64Advance: Both console installments so far.
* TagalongKid: Yellow Toad and Blue Toad in ''Wii'' and ''U''.
* VideoGameSettings: The games seem to have a set pattern in which they appear:
** World 1: GreenHillZone.
** World 2: ShiftingSandLand.
** Worlds 3, 4, and 5: PalmtreePanic and then JungleJapes, with a SlippySlideyIceWorld coming before (''[[VideoGame/NewSuperMarioBrosWii Wii]]''), after ([[VideoGame/NewSuperMarioBros1 original]], ''[[VideoGame/NewSuperMarioBros2 2]]''), or between (''[[VideoGame/NewSuperMarioBrosU U]]'') the two.
** World 6: DeathMountain.
** World 7: BubblyClouds.
** World 8: LethalLavaLand and HalloweenTown in PlanetHeck. The entire first half in ''1'' and one particular level in ''2'' were BigBoosHaunt.
** And a BonusDungeon world.
* VillainExitStageLeft: In ''1'', ''Wii'', and ''2'' after defeating the tower boss, your character does the victory animation... then just stands there watching the boss get up and leap away.
* WalkOnWater: When Mini Mario, and in ''New Super Mario Bros. U'', on the sides of water spouts.